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Mobile Syrup

Annapurna’s A Memoir Blue is short and (fairly) sweet on mobile

For better and worse, A Memoir Blue feels like a creator’s first short film — it’s got some interesting ideas and artistic flourishes, but it’s also a little rough around the edges.

First released on consoles and PC in March, the Cloisters Interactive-developed game has just made its way to mobile. To say this is a “game,” though, is a bit misleading, and I don’t even mean that in a pejorative sense. Instead, A Memoir Blue is considered more an “interactive poem,” a sort of adventure game that’s extremely light on actual gameplay.

In A Memoir Blue, you follow Olympic swimmer Miriam who, despite her successes, finds herself solemnly reflecting on her late mother. These are conveyed through colourful, aquatic dreamlike sequences in which you use a pointer to interact with objects. In this way, there are “puzzles” — though I use that in the loosest sense of the term — to clear, but they’re not intended to present actual challenges.

Instead, the idea is for you to gently guide Miriam through her fantastical memories and learn a bit more about her upbringing. Admittedly, though, this sort of “childhood reflection” experience is something we’ve seen a lot in recent games, especially in other titles from publisher Annapurna Interactive, like What Remains of Edith Finch and this year’s HindsightAs a result, A Memoir Blue‘s one-hour experience is arguably too short and understated to make much of a lasting impression.

A Memoir Blue woman reflecting

But for what it is — a clearly personal tale for the developers — A Memoir Blue is fine. Its greatest strength is its minimalist presentation. Telling the story completely dialogue-free is refreshingly different for a game, relying instead on the lovely visuals for storytelling. Cloisters Interactive also does a neat thing of using cute doodle-esque character models for scenes with Miriam and her mother to neatly contrast the gloomier present-day.

The biggest frustration, though, came in the gameplay itself. I’m fine with mechanically-lite games, especially in service of more atmospheric narrative experiences such as this, but it doesn’t translate that well to mobile. Maybe it was my fat thumbs, but I found myself struggling at times to interact with the correct objects on my iPhone 13 Pro because they were just too tiny. At times, the game requires a more precise touch, like swiping to unlock Miriam’s phone in a purse, but I had difficulty actually doing that. This likely wouldn’t be an issue on iPad, but it proved frustrating on iPhone.

A Memoir Blue childhood

In the end, A Memoir Blue is a decidedly niche game. A lot of people will be put off by its teensy bits of gameplay, while others may not find the story much more than serviceable yet familiar. I don’t mind either of that, but some clunky touch mechanics were certainly troublesome. With all of that said, an engaging aesthetic and a sincere story make it worth checking out if sweet little experiences like this are your cup of tea.

A Memoir Blue is now available on iOS for $5.49 CAD.

Image credit: Annapurna Interactive

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Mobile Syrup

Annapurna Interactive’s A Memoir Blue coming to iOS on November 3

Another indie game from Annapurna Interactive is heading to iOS.

The boutique publisher has announced that A Memoir Blue, an interactive poem from New York-based Cloisters Interactive, will hit iOS on November 3rd. The game debuted on PlayStation 4/5, Xbox consoles (including Game Pass), Nintendo Switch and PC in February.

In A Memoir Blue, a superstar athlete reconnects with her inner child to deepen her love for her late mother. Notably, the game incorporates hand-drawn and 3D art to bring her memories to life in a unique magical-realist way.

The most recent Annapurna game to come to iOS was Hindsight in August — interestingly, another narrative-driven experience about a woman and her late mother. The publisher also made waves earlier this year with the cat game Stray.

Image credit: Annapurna Interactive

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Mobile Syrup

Annapurna’s Hindsight looks like a beautifully melancholy meditation on life

It’s not necessarily uncommon for adventure games to follow characters as they reflect on their lives, but Annapurna Interactive’s Hindsight seems to be approaching the concept in some clever and effective ways.

Primarily developed by creator Joel McDonald (Prune) and narrative designer and writer Emma Kidwell (Half), Hindsight tells follows a woman named Mary as she’s clearing out her childhood home. Along the way, she drudges up memories of her mother, who has since passed away.

“How do we make the most of the time we have on Earth?” says McDonald of the game’s premise during a hands-off media preview. By going through her old home, Mary will have to come to terms with her complicated feelings about her past. “How did I lose touch with what was important?” Mary asks herself during the demo. Over the course of Hindsight‘s three-to-four-hour story, you’ll figure out just that.

Right away, it’s easy to see how Hindsight could compare to emotional narrative-driven adventure games like Gone Home and What Remains of Edith Finch. But the storytelling techniques that McDonald and Kidwell use appear unique and well-executed. During each of the game’s chapters, you’ll see snippets of Mary’s life play out, and in order to progress, you’ll need to find “apertures.” These objects, which can be part of the characters or environment, will directly lead into the next scene through stylish, cinematic transitions.

Hindsight water droplets

According to McDonald, this idea came from taking the concept of mementos, which transport us back in time, and making that literal. As an example, one scene shows a child Mary excitedly asking her mother to spray her with a hose on a warm and sunny day. After her mother enthusiastically obliges, you, the player, must pan the camera around until you can line up another image of Mary through the ensuing water droplets. This segues into a dark and moody scene in which Mary is splashing in a puddle alone in the rain. In another instance, you have to re-arrange broken pieces of a mirror so you can zoom through it into the next segment.

It’s a smart way of creating light “puzzle” mechanics of sorts to engage the player while allowing for smooth jumps between often visually or tonally juxtaposed scenes. McDonald says the goal behind bouncing between these different periods of Mary’s life was to create “that feeling of being in a particular place in time.”

“And just sitting with it,” adds Kidwell, noting that players can their time to just absorb individual moments before moving on. “Because there are going to be a lot of heavy themes that we deal with.” Indeed, without any sort of combat or enemy threat, you’re free to just soak everything in, and it looks to create an appropriately wistful vibe when coupled with the game’s minimalist, painterly aesthetic. Adding to that is the fact that McDonald and Kidwell say Hindsight‘s story draws a lot from their own lives, which should add some authenticity to the subject matter.

Hindsight Mary and mother

On top of Mary dealing with her grief, there’s a larger external narrative at play regarding her job as an accomplished chef. At the start of Hindsight, she’s about to open her own restaurant, so returning home is a way to close one chapter as she’s about to open another. We see this play out during the demo when a phone call in the present day snaps her back to reality as she’s reminiscing. It’s currently unclear how much of a role this side of the story will play, but Kidwell says it serves as “an external force to push the player and remind them why they’re there,” and from that perspective, it seems to be working well.

At the end of each chapter, you’ll also get the chance to keep one object in Mary’s suitcase in what Kidwell says was inspired by an Itch.io game called Packing Up the Rest of Your Stuff on the Last Day at Your Old Apartment. While Hindsight‘s narrative beats won’t change depending on what you pick, McDonald and Kidwell say it’s a chance for the player to reflect on the journey as they go along.

Hindsight horse

“You as the player choose what you want to value — what matters in your own life or what would matter to Mary,” says McDonald. “Player expression was really important to us,” adds Kidwell. “It acknowledges the player’s journey that they’re having with us.”

In the end, I’ve come away quite intrigued by Hindsight. It’s looking to be a tightly crafted and emotional story told through an engaging presentation style. I’m eager to play it for myself when the game releases sometime later this year on Nintendo Switch, PC and iOS.

Image credit: Joel McDonald/Annapurna Interactive